Horrible Group Fighting

edited August 2018 in General Gameplay
I hate it when I team up with a player, and we both engage in a boss fight only to end up getting hit by my teammate because they're relentlessly button-mashing without any regard for my health. I end up having to step back and watch them until they either die or win, then I continue the fight without them because they are just as much of a threat to my character as the AI is even when they're an ally.

I also hate the 4 v 1 fights where I'm jumped by NPCs, because there is no stylish way of dispatching the group without getting punched in the back the whole time. The stamina does not get mitigated to compensate for the greater threat either. I'm stuck using the same stamina max that is barely enough for one opponent, yet I have to use it for four, sometimes five enemies. And don't let one of those enemy NPCs have Kahlt, then it's damn near impossible to kill them in the crowd while being constantly punched in the back.

Comments

  • yeah you got to jump in and out and wait for the fasted one to reach you then repeat. Its can be annoying and for the kahlt you just need a guard break or a double attack. But honest keeping space is about the only some what safe bet.
  • I agree, my one real gripe with Absolver is the natural occurrence of getting ganked. USUALLY they don’t ALL attack at once, and if you get them crowding in on each other, then you can sort of manage it. But I’d much prefer not being constantly ganked.

    That said, getting ganked does force you into one of two playstyles: controlled play or desperate button mashing. I think they have it in there for forcing players to learn control. If you don’t try to control yourself, you wear out and get smacked down. Learn self control; it’s hard — I’m no master myself — but it will reward you.
  • Group fighting is just fine. Pick ur spots, watch ur 6 & when switching to different victims in a group I 'double tap' the R1 button for closest victim.
  • edited October 2018
    I dunno there Kooz, I think he has a legitimate gripe regarding the stamina game aspect. As of the last update I have seen the system run string cheese after string cheese with no visible loss in stamina. It's exceptionally irritating since you can clearly tell the game is not playing by it's own rules. It's also blatantly abusing the camera targeting so that you can't use your defensive abilities against the secondary opponent as well. All the while the first opponent seems utterly untouchable by constant dodging. It is real damn irritating. Doesn't happen all the time though. Only seems to be a real problem if you run the AI to low health or somehow get jumped by two or three of them after taking down a few guys. I can't convey how unpleasant it is to handily beat them down to a pixel of their life bar just to have the AI go ape on me and throw a constant flurry with no stamina penalty at all. By the way that flurry will go until it gets a hit no matter what. I have blocked the same string at least four times before they even begin to slow and all the while that stamina just keeps going. Even a maxed out character can't throw those attack strings more than two or three times so it's clearly not following the same rules. It has so damaged the game play that I find myself really not enjoying the combat, even when I am knocking them down most of time. It's like playing a game of cards with some jerk that is clearly cheating but you don't want to flip the table and ruin the party for everyone else. You play your best and beat that jerk, but it still isn't fun in the long run. Add to this the frame dropping when lagged and some days the game is totally unplayable. It's weird. The release prior to the item persistence issues ran exceptionally smoothly and I was enjoying the game mightily. They didn't change any of my move timings or the style abilities so the character feels exactly as before, but the stamina plus frame drop issues have been game breaking for me. I just spent a few hours trying to get a decent 1x1 or 3x3 match and never once got one that wasn't dropping frames by the truckload. It's so disappointing because I seriously enjoy the game when it works smoothly, it just isn't working reliably lately.
  • @matthewpmcguire, exactly. Thank you for helping to clarify my point. Perhaps you stated it clearer than I, but yes eloquently put, and that's why I stopped playing.

    Unless the AI is getting hit with power moves, they will not lose stamina, and if they do lose any due to breaking their guard they will regenerate the lost stamina in 1-1.5 seconds. I mean LITERALLY one second. I timed it and posted it on youtube. Our characters regenerate stamina in 3 to 4 seconds, even while being surrounded. That's ridiculous especially when it's the fuel of the game. That's like playing a racing car game where you and the AI need gas to drive, but on top of the fact that the challengers all only focus on racing you, they're also prone to ram in to you which costs gas each time done, yet they get more mileage to the gallon. They only lose drops of gas while you lose a quart for each car you ram out of your way. The point is you'll be on "E" before the race is close to done; and unless you pull over to get some gas you'll lose the race, but pulling over to get some gas is also likely to cost you the win too. See the problem...?

    I want to add that if the devs wanted to make the game a little more realistic, it would be nice if the AI/NPCs showed signs of being hurt. Why don't enemies have to pick themselves off of the ground? If I'm surrounded in RL I would use very damaging attacks to incapacitate one of the threats, and then move on to the next target. The NPCs eat knees to the face and gut like they're cereal bars. If the AI gets foot-swept its as if nothing happened, and they're kicking with the same leg you just kicked out from under them. There's no limping to slow any of them down so the crowd can be handled better, and they barely hit each other.

    I may have enjoyed the game, but I realize now, I wasn't enjoying the game. I was enjoying what the game could be (all in my head) because we unfortunately rarely get games like Absolver, and that's what created the intrigue rush. The game is just not fleshed out, and that hurts it a lot, on top of a sub-par server.
  • @matthewpmcguire, exactly. Thank you for helping to clarify my point. Perhaps you stated it clearer than I, but yes eloquently put, and that's why I stopped playing.

    Unless the AI is getting hit with power moves, they will not lose stamina, and if they do lose any due to breaking their guard they will regenerate the lost stamina in 1-1.5 seconds. I mean LITERALLY one second. While our character's stamina regenerates 3-4 seconds even when surrounded. I timed and posted it on Youtube. That's ridiculous, especially when you consider that stamina is the fuel of the whole game. That's like playing a racing car game where you actually have to use gas for driving and ramming, except the AI is focused solely on challenging you, so all cars ram in to, and they only lose drops of gas while you lose quarts. So unless you want to end up on "E" and lose the race, you have to pull over and refill which still runs the risk of you losing the race. See the problem...?

    I want to add that if the devs wanted to make the game a little more realistic, it would be nice if the AI/NPCs showed signs of being hurt. Why don't enemies have to pick themselves off the ground? If I'm surrounded in RL I would use very damaging attacks to incapacitate one of the threats, and then move on to the next target. These npcs eat knees to the face and guts like they're cereal bars. Why isn't there limping to aid in slowing down some of the enemies? Instead they can be foot-swept, and in the next moment be kicking you with the same leg you just kicked from under them.

    One of the defining factors of any good game is how the enemy AI reacts to the player, but if you're constantly fighting no fear having, no pain feeling, non-incapacitating, fast recharging, outnumbering, charge attacking (immune to one hit) ganging with bugs on their side that barely hit one another? That's a recipe for disaster, and there's nothing enjoyable about that. Even Mr. Lee can't save such a lopsided debacle of programming. FYI- I mean every bit of that constructively with my opinion on something I have a right to have an honest opinion.

    I now realize that I wasn't enjoying the game for what it was. I was enjoying the game for what it could be (all in head). Since there aren't many if any games out right now that allow for such style of play. It's just a poor execution of this particular genre and when you include the sub-par server, it's just an okay attempt at a great idea. However, once the intrigue rush wears off... you know the rest.
  • @matthewpmcguire, exactly. Thank you for helping to clarify my point. Perhaps you stated it clearer than I, but yes eloquently put, and that's why I stopped playing.

    Unless the AI is getting hit with power moves, they will not lose stamina, and if they do lose any due to breaking their guard they will regenerate the lost stamina in 1-1.5 seconds. I mean LITERALLY one second. I timed it and posted it on youtube. Our characters regenerate stamina in 3 to 4 seconds, even while being surrounded. That's ridiculous especially when it's the fuel of the game. That's like playing a racing car game where you and the AI need gas to drive, but on top of the fact that the challengers all only focus on racing you, they're also prone to ram in to you which costs gas each time done, yet they get more mileage to the gallon. They only lose drops of gas while you lose a quart for each car you ram out of your way. The point is you'll be on "E" before the race is close to done; and unless you pull over to get some gas you'll lose the race, but pulling over to get some gas is also likely to cost you the win too. See the problem...?

    I want to add that if the devs wanted to make the game a little more realistic, it would be nice if the AI/NPCs showed signs of being hurt. Why don't enemies have to pick themselves off of the ground? If I'm surrounded in RL I would use very damaging attacks to incapacitate one of the threats, and then move on to the next target. The NPCs eat knees to the face and gut like they're cereal bars. If the AI gets foot-swept its as if nothing happened, and they're kicking with the same leg you just kicked out from under them. There's no limping to slow any of them down so the crowd can be handled better, and they barely hit each other.

    I may have enjoyed the game, but I realize now, I wasn't enjoying the game. I was enjoying what the game could be all in my head because we unfortunately rarely get games like Absolver, and that's what created the intrigue rush. The game is just not fleshed out, and that hurts it a lot, on top of a sub-par server.
  • Well, good news on this front... the PS4 Patch Update dropped and I must say it does some very good things. They fixed the stamina behavior so that it is back in balance. The AI targeting is essentially the same, but with the stamina fix this is not nearly as onerous as before. In fact it feels just threatening enough for it to work well. You have to watch your flanks and six, but they game doesn't blatantly harass you since the stamina works correctly. NPCs are suitably cautious when their stamina runs low and they tag team sensibly. So kudos to the development team. This patch addressed my group combat issues nicely. I haven't given Downfall a test, but group fights with Kuretz and Ama were both fun and suitably challenging. Thanks for all the hard work and good luck with the XBOX port. This was a solid update and I'm looking forward to more new stuff after the XBOX release settles down. In the meantime have a great holiday season everyone!
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